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Fate Eater

Medium · Aberration · CR 6 · Neutral

Armor Class
16 (natural armor)
Hit Points and Hit Dice
130 (20d8 + 40)
Challenge Rating CR
6

Ability Scores

Core attributes and their modifiers.

STR
18
+4
DEX
12
+1
CON
14
+2
INT
18
+4
WIS
16
+3
CHA
9
-1

Overview

Category Monsters
Size Medium
Type Aberration
Alignment Neutral
XP 2300
Initiative Bonus +1

Movement

Walk 40 ft (12.2 m)
Swim 20 ft (6.1 m)
Climb 20 ft (6.1 m)
Crawl 20 ft (6.1 m)

Senses

Truesight 60 ft (18.3 m)
Passive Perception 13

Saving Throws

Constitution +5

Skills

Arcana +7 History +7 Insight +6 Religion +7

Languages

understands all but can't speak, telepathy 100.0 ft (30.5 m).

Resistances & Immunities

Condition Immunities
charmed, frightened

Traits

Visionary Flesh

A creature that eats the flesh of a fate eater must make a DC 15 Constitution saving throw. On a failure, the creature is poisoned for 1 hour. On a success, the creature gains the benefits of the divination spell.

Actions

Alter Fate

Recharge 5–6

The fate eater alters the fate of one creature it can see within 30 feet of it. The creature must make a DC 15 Charisma saving throw. On a failure, the creature takes 36 (8d8) psychic damage, and its fate is altered. Roll a d6 to determine which of the following alterations affects the creature. On a success, the creature takes half the damage, and its fate isn't altered. A creature with an altered fate for 1 minute or less can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Otherwise, a creature with an altered fate can repeat the saving throw at the end of each long rest, ending the effect on itself on a success.

Bite

+7 to hit, reach 5 ft (1.5 m). Hit: 2d8+4 plus 2d6 necrotic damage.

Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) slashing damage plus 7 (2d6) necrotic damage.

Multiattack

The fate eater makes two Bite attacks.

About Fate Eater

Fate Eater is a medium aberration with a Challenge Rating of 6. It has a neutral alignment.

In combat, this creature maintains an Armor Class of 16 and possesses 130 hit points (derived from 20d8 + 40).

Fate Eater has communication capabilities including understands all but can't speak, telepathy 100 ft.. This allows it to interact verbally with various creatures and characters.

GM Tips: Using Fate Eater

1 tips available

When using Fate Eater in your D&D 5e campaign, consider these tactical approaches:

  • Telepathic Communication: This creature can communicate telepathically, making it excellent for coordination with allies. Silence spells won't stop its communication. Consider 'Mind Blank' or abilities that block telepathy.

Player Guide: Facing Fate Eater

1 strategies available

When your party encounters this creature, keep these strategies in mind:

  • Telepathy Awareness: This creature communicates telepathically! It can coordinate with allies silently. Silence won't stop it. Use 'Mind Blank' or abilities that block telepathy. Be cautious of mental attacks.

Encounter Building Calculator

Standard Party Encounter (4-5 characters):

This creature is a medium encounter for a party of 4 characters of level 6.

Solo Encounter:

A single character of level 9 (up to level 20) can face this creature in a medium to hard encounter.

Experience Point Thresholds:

  • Medium: 4,200 XP
  • Hard: 6,300 XP
  • Deadly: 8,400 XP

Based on D&D 5e Dungeon Master's Guide encounter building guidelines. CR roughly equals party level for medium encounters.

Frequently Asked Questions

What is the challenge rating of Fate Eater?
Fate Eater has a Challenge Rating of 6, making it appropriate for parties of level 6.0.
What type of creature is Fate Eater?
Fate Eater is a Medium Aberration, which affects how certain spells and abilities interact with it.
What languages does Fate Eater speak?
Fate Eater can communicate in understands all but can't speak, telepathy 100 ft..

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